Windows-managed core parking can put CPU cores to sleep too often, which may increase frametime variances and spikes. For a quick fix, use the “High performance” power plan, which disables OS-managed core parking and CPU frequency scaling. If a “Balanced” power plan is needed for a system implementing adaptive core frequency and voltage settings, then a free program called ParkControl by Bitsum can be used to disable core parking, while leaving all other power saving and scaling settings intact.

Mouse Settings:

If available, set the mouse’s polling rate to 1000Hz, which is the setting recommended by Nvidia for high refresh rate G-SYNC, and will decrease the mouse-induced input lag and microstutter experienced with the lower 500Hz and 125Hz settings at higher refresh rates.

Nvidia Control Panel V-SYNC vs. In-game V-SYNC

While NVCP V-SYNC has no input lag reduction over in-game V-SYNC, and when used with G-SYNC + FPS limit, it will never engage, some in-game V-SYNC solutions may introduce their own frame buffer or frame pacing behaviors, enable triple buffer V-SYNC automatically (not optimal for the native double buffer of G-SYNC), or simply not function at all, and, thus, NVCP V-SYNC is the safest bet.

There are rare occasions, however, where V-SYNC will only function with the in-game option enabled, so if tearing or other anomalous behavior is observed with NVCP V-SYNC (or visa-versa), each solution should be tried until said behavior is resolved.

Maximum Pre-rendered Frames: Depends

A somewhat contentious setting with very elusive consistent documentable effects, Nvidia Control Panel’s “Maximum pre-rendered frames” dictates how many frames the CPU can prepare before they are sent to the GPU. At best, setting it to the lowest available value of “1” can reduce input lag by 1 frame (and only in certain scenarios), at worst, depending on the power and configuration of the system, the CPU may not be able to keep up, and more frametime spikes will occur.

The effects of this setting are entirely dependent on the given system and game, and many games already have an equivalent internal value of “1” at default. As such, any input latency tests I could have attempted would have only applied to my system, and only to the test game, which is why I ultimately decided to forgo them. All that I can recommend is to try a value of “1” per game, and if the performance doesn’t appear to be impacted and frametime spikes do not increase in frequency, then either, one, the game already has an internal value of “1,” or, two, the setting has done its job and input lag has decreased; user experimentation is required.

Conclusion

Much like strobing methods such as LightBoost & ULMB permit “1000Hz-like” motion clarity at attainable framerates in the here and now, G-SYNC provides input response that rivals high framerate V-SYNC OFF, with no tearing, and at any framerate within its range.

As for its shortcomings, G-SYNC is only as effective as the system it runs on. If the road is the system, G-SYNC is the suspension; the bumpier the road, the less it can compensate. But if set up properly, and run on a capable system, G-SYNC is the best, most flexible syncing solution available on Nvidia hardware, with no peer (V-SYNC OFF among them) in the sheer consistency of its frame delivery.

Should “Reduce Buffering” option in Overwatch be enabled or disabled? Many competitive/pro players suggest having reduce buffering on to get higher framerate and reduced input lag but would having this option on have a negative effect on G-SYNC?

Also I recently upgraded my system to a i7-8700k and 1080ti. I usually sit at a steady 300fps on Overwatch now and use a 240hz monitor (Asus PG258Q). Would G-SYNC be worth using in this case?

“Reduced Buffering” is effectively Overwatch’s version of Nvidia’s “Maximum pre-rendered frames” set to “1,” so yes, leave it enabled for the lowest input lag, and no, it does not interfere with G-SYNC functionality; it was enabled for all the tests in this article. As for 240Hz G-SYNC w/238 or 237 FPS limit vs. 240Hz V-SYNC OFF w/238 or 237 FPS limit, the lag difference is almost zero; see the 240Hz chart on this page here. And for 240Hz G-SYNC w/238 or 237 FPS limit vs. 240Hz V-SYNC OFF at 300 FPS, you’re only looking at a 1ms difference in lag,… Read more »

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5 months 18 days ago

Member

pervyjutsu

So I’ve been experimenting with the different kinds of settings: – 240Hz G-SYNC w/ 238 or 237 FPS limit – 240Hz V-SYNC OFF w/ 238 or 237 FPS LIMIT – 240Hz V-SYNC OFF w/ 300 FPS limit I actually found myself liking 240Hz V-SYNC OFF w/ 238 or 237 FPS LIMIT the best. Up until now I have always used 300 FPS limit because that is what everyone said was best input lag-wise, but after trying the lower 238 or 237 limit today, wow I can aim so much better for some reason? It is definitely not placebo because I… Read more »

We always have to consider the (never to be underestimated) placebo effect, but… Like I mentioned in my last reply, the unique way each of those various scenarios deliver frames could be causing subtle differences in lag patterns that may affect aiming; muscle memory, conditioning, subconscious processes, etc. Because quite frankly, unless Overwatch is doing something abnormal with a 300 FPS limit above your refresh rate (which none of my existing tests show), or you’re experiencing a system specific issue, then the scenario you’re claiming feels more responsive, is actually slightly less responsive, at least where raw average input lag… Read more »

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5 months 17 days ago

Member

bcbuse

First, this is the best Gsync/Vsync information on the internet. I appreciate the effort you put into this, well done.

I read a comment you posted somewhere that ‘technically’ the absolute least input lag would be with Gsync Off + Vsync Off + Framerate upcapped(getting at least 2x the monitor refresh rate). Can you approximate how much less input lag that would be versus Gsync On + Vsync On(NVCP) + Framerate capped 2 below monitor refresh rate?

Depends on the maximum refresh rate and how high the framerate is sustained above it, but at 2x ratio, and at higher refresh rates, you’re looking at only 1-3ms less average input lag with G-SYNC off + V-SYNC off + FPS uncapped vs. G-SYNC on + V-SYNC on + -2 FPS limit when measured at crosshair level.

You can see the worst case first reaction differences between those two scenarios on the ninth page here.

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5 months 19 days ago

Member

daniel8747

to clarify: with fps capped 2-3 fps below monitor refresh rate, do i still need to have v-sync enabled?

Sort the comments here by newest; the answer is in the reply to the comment below yours, as well as in the “Range” section of this article.

Short answer to your question is “yes,” but only if you never want to see tearing.

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15 hours 38 minutes ago

Member

SturmButcher

I don’t understand something…. Why do I need V-Sync on with G-Sync?, The last one already sync frames and If I use a frame limiter I would never need V-Sync, I don’t understand guys. I am suspecting that G-Sync+V-Sync+RTSS is causing stutter in some games…Could you please enlighten me?

I’ve explained this ad nauseam (including in this article), but I’ll try to break it down as clearly as possible yet again… Within the G-SYNC range (e.g. within the refresh rate), G-SYNC is V-SYNC, and V-SYNC is G-SYNC. The “V-SYNC” option in the “on” position with G-SYNC enabled was originally a non-optional part of G-SYNC. It was only at a later point Nvidia revealed the V-SYNC “on/off” option in the control panel so that the screen would tear with V-SYNC “off” when the framerate exceeded the G-SYNC range/refresh rate, instead of reverting to V-SYNC behavior. However, the V-SYNC option also… Read more »

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16 days 4 hours ago

Member

vityapapa

The Csgo input-lagg is the best g-sync off+v-sync off and fps_max 0? i have 144hz monitor.